[Mod] Central GD-Zenith Thread

I’m honestly not sure how you’re getting the idea that he is locking a skill like an exclusive does, when he’s not, and just adding a skill for dual-class to get.
Rewarding the dual-classes is not the same thing as locking a skill.

I think you are trying to split hairs.

The choice is not having the skill available to all or having the skill for the mastery combo, it’s having the skill for the mastery combo or not having it in the mod period.

Uh…no. I am designing a new skill that neither mastery has seen before particularly for a particular mastery combo. Again, I am no more doing what you’re describing than just adding regular skills to a mastery would. If for some reason you want to toss out the RPG in ARPG entirely, I invite you to play D3, where your choices don’t matter.

Exclusives, on the other hand, keep you from utilizing other skills of their nature even if you could technically put skillpoints into them, which I think is dumb. Want to use Oleron’s Rage + Star Pact? Too bad, because reasons.

As there is apparently some confusion surrounding the subject, I’ll note that ALL masteries receive dualclass skills for ALL OTHER masteries. Here’s the exact line from the changelog:

  • All Zenith masteries now feature six DUALCLASS SKILLS, one for each other mastery. These skills are unlocked after investing 32 points into the mastery they’re in. For instance, the Outrider features a dualclass skill ‘Stratagem of the Hell Hunter’ which is unlocked at Outrider Mastery Rank 32 but requires the Terror Knight mastery (at any rank) to use. Likewise, the Terror Knight mastery unlocks its own skill for the Outrider once you reach Rank 32 in Terror Knight.

The difference between a skill that forces you to never use another one of its kind from a mastery you’re using, and a skill that you can’t get if you don’t have the mastery, is quite significant.

I agree entirely!

Still need to add their dualclass skills and add new skill icon art, but Champion and Elementalist reworks have finished now as well:

[spoiler]

[/spoiler]

Just means the Necrotic rework is all that’s left (alongside dualclass skills). Next release is very near, now. Changelog is up to 61 lines. :rolleyes:

Alright, reworks are mostly done. Here’s the “final” changelog. Still gotta work on dualclass skills and skill icon art.

[spoiler]* Removed universal Zenith skills from all masteries except the Necrotic. This only applies to mod mergers. If you are interested in merging the Zenith masteries into one of your projects, ask me what this means.

  • Got transperant UI mastery rank lines working in all masteries.
  • Fixed Class Selection images not fitting their designated window correctly.
  • Fixed Necrotic’s Class Selection image sometimes not appearing in its designated window.
  • Fixed the mastery bar investment button’s coloring not matching that of the mastery bar for some masteries.
  • All Zenith masteries have been heavily reworked! It is recommended that you make a new character with this update as an old character may find many of its skills missing, and with them, their skillpoints.
  • All Zenith masteries have been upgraded to expanded skilltrees, allowing for 99 skills to be used (rather than 36 as in vanilla).
  • All Zenith masteries now feature six DUALCLASS SKILLS, one for each other mastery. These skills are unlocked after investing 32 points into the mastery they’re in. For instance, the Outrider features a dualclass skill ‘Stratagem of the Hell Hunter’ which is unlocked at Outrider Mastery Rank 32 but requires the Terror Knight mastery (at any rank) to use. Likewise, the Terror Knight mastery unlocks its own skill for the Outrider once you reach Rank 32 in Terror Knight.
  • Necrotic - The Twinning (pt. 1): Added scaling % Damage Absorption.
  • Necrotic - The Twinning (pt. 2): Added scaling % Damage Absorption. The intent of these skills is to enable you to exist on the brink of death, giving you all the tools you would ever need to survive. If you find yourself overcapping them (22/12 each) you’ll find yourself sitting at a very handy 90% Damage Absorption.
  • Necrotic - …Kinda sorta made The Twinning into dualclass skills for The Necrotic and…something else. :wink: They’re not usable at present…
  • Necrotic - Primordial Transfer: Removed cooldown. Duration reduced by 3 seconds at all ranks. Added a 6 meter Area of Effect. Note that applying this skill to multiple targets does not buff you further; you can receive the benefits at most once at a time. Against multiple targets, it behaves solely like Curse of Frailty. Moved it up to a tier 6 skill (was tier 5).
  • Necrotic - Claws of the Beast: Fixed targeting…again.
  • Necrotic - Fleeting Obsidian: Reduced Total Damage Reduction from 15% to 11%.
  • Necrotic - Added a new passive: ‘Arcane Experience’ - Mental Alacrity but good.
  • Necrotic - Added a new passive: ‘Soul Seeker’ - Chaos -> Pierce conversion, Armor, and Pierce resist, at the cost of Aether and Chaos resist.
  • Necrotic - Added a new toggled buff: ‘Foreknowledge’ - Offensive Ability and % All Damage. Available early on as a slight boost to a character’s progression.
  • Necrotic - Added a new toggled buff: ‘Situational Awareness’ - Projectile Deflect chance and a handful of Cooldown Reduction.
  • Necrotic - Added a new skill line: ‘Doombringer’ - I hereby challenge Crate to make a better summoning skill in the expansion.
  • Riftstalker Mastery: Reduced health gain per mastery point by 8. This is a loss of 400 health at 50/50 mastery investment.
  • Riftstalker - Warp: Deleted it and its transmuter.
  • Riftstalker - Added a UI icon to Void Siphon (buff) so that you’ll know when it’s active.
  • Riftstalker - Void Siphon: Increased buff radius to 8 meters, from 5 meters.
  • Riftstalker - Tether: Increased buff radius to 8 meters, from 5 meters.
  • Riftstalker - Push the Advantage: Greatly increased cooldown of the proc. No longer reduces Swap’s cooldown.
  • Riftstalker - Rout: Improved damage and damage scaling. Now reduces Swap’s energy cost.
  • Riftstalker - Swap: Removed cooldown. Substantially raised energy cost.
  • Riftstalker - Merged Excite and Not of this World into one skill, is now a mastery rank 8 skill.
  • Riftstalker - Riftstorm: Improved damage and damage scaling.
  • Riftstalker - Intangible: Removed weapon requirements, now converts some Aether to Pierce and boosts both Aether and All Damage. Is now a mastery rank 6 skill.
  • Riftstalker - Multitask: Improved damage and damage scaling, bumped up a couple mastery ranks.
  • Riftstalker - Sap: Now available at mastery rank 1.
  • Riftstalker - Inhuman Reflexes: Now available at mastery rank 3.
  • Riftstalker - Fleshwarped: Added an energy reservation cost.
  • Riftstalker - Added a new skill line: ‘Riftblade’. Basically Phantasmal Blades with Frenetic Throw and some other goodies.
  • Riftstalker - Added a new skill line: ‘Warp’. Basically Shadow Strike without a cooldown and with some other goodies.
  • Champion - Litany of Blades, Divinity, and Aetherstorm are now passive skills rather than buffs, freeing up space on your hotbar. Litany of Blades no longer has a weapon requirement. Litany of Blades no longer converts Physical -> Aether. (Zenith has long felt as though there was little support for Physical damage, and this only worsened the state of things. There will be other sources of the conversion in the future.)
  • Champion - Taunt: Has received a new modifier. Has also had the effectiveness of its Taunt increased from 200% to 500%. I don’t actually know what that means but it’s probably better.
  • Champion - Aetherstorm: Is now a tier 7 skill (was tier 9).
  • Champion - Honor: Is now a tier 3 skill (was tier 2).
  • Champion - Army of None: Summons now have a Blitz-like skill by default.
  • Champion - Added a new skill line: ‘Ground Stomp’ - Does what you’d think. Aether/Physical nova.
  • Champion - Added a new skill: ‘Earthshatter’ - Grants some CC resists and features a Aether/Lightning/Physical nova when you’re hit.
  • Outrider - Has been given a facelift.
  • Outrider - Marksman: Now supports 1H and 2H ranged weapons equally. It’s procs will activate with both weapon types (and with dualwield ranged).
  • Outrider - Marksman: Now features ‘transmuters’ (which are actually global passives) that benefit 2H Ranged, DW Ranged, and 1H + Shield/Focus in unique but powerful ways.
  • Outrider - Providence: Shield block chance halved.
  • Outrider - Deleted the dualwield ranged skill line. If you were using it, spec out of it before updating the mod or you will lose your skillpoints!
  • Outrider - Deleted Railgun, Gambit of Slaughter, Kick, and Alchemical Enhancement.
  • Outrider - Moved Hawkeye up to tier 9 (50/50). Duration increased to 4 seconds. No longer reduces enemy movement speed.
  • Outrider - Moved Concussive Blast to tier 1 (replacing Kick).
  • Outrider - Reworked the Autofire skills. They now summon a player-scaling pet with a rifle. This pet gains new skills as you rank up both Autofire and Autofire II.
  • Outrider - Added a new skill line: ‘Barricade’ - Summons a wall that cannot be pathed through, but can be shot over. Modifiers add Retaliatory effects to this wall and buff players that fight in its vicinity.
  • Outrider - Added a new skill line: ‘Battle Sense’ - Two passives and a buff that will improve the offensive and defensive potential of Outriders greatly.
  • Outrider - Added a new skill line: ‘Cluster Bomb’ - Think Canister Bomb from Demolitionist, but Cold/Physical/Vitality based, with a slow.
  • Outrider - Added a new skill: ‘Biobomb’ - Think Grenado but it makes a lasting area-of-effect that deals harsh poison/acid damage to enemies unlucky enough to be caught inside.
  • Outrider - Added a new skill: ‘OMNI-Round’ - A projectile that applies all of the hard crowd control effects in the game for the same duration. Decent cooldown, no energy cost or weapon requirement.
  • Outrider - Added three suspiciously Soldier-like passives to the mix.
  • Elementalist - Adjusted the PFX on Cold Snap’s proc so that I’m no longer blatantly stealing FX from the Fangshi mastery.
  • Elementalist - Added new PFX to Ice Surge.
  • Elementalist - Added new PFX and new skill icon art to Rider of the Storm and fixed a grammatical mistake in its description.
  • Elementalist - Elemental Flow: Is now a tier 7 skill. It really felt as though it were providing too much at earlier levels, so rather than adjust its stats, for now I want it to be made available a little later on in the mastery.
  • Elementalist - Rupture: Cooldown and Duration raised to 10 seconds each. This skill still felt a little strong to be spammed every four seconds, but its purpose as an area-combat skill has been improved thusly. Zenith’s ample supply of Cooldown Reduction can keep you frequently casting this skill if need be.
  • Elementalist - Added new skill line: ‘Pyroclasm’ - ground-target AoE dealing heavy Fire/Lightning/Electrocute damage.
  • Elementalist - Added new skill line: ‘Stormbolt’ - Think PRM but good (hopefully).
  • Elementalist - Added new skill: ‘Might of Magic’ - I can’t really compare it to anything. See for yourself!
  • Terror Knight - Evocation of Terror: Increased cooldown by 20 seconds, from 25 to 45 seconds. % Weapon Damage now slightly scales up with rank, but starts at its original value of 200%.
  • Terror Knight - Soldier of Madness: Energy Reservation substantially raised.
  • Terror Knight - Entropic Reign: Health Cost/second raised by 19% (is now 500 Health/second at 12/12).
  • Terror Knight - Added a new skill line: ‘Whispers of Madness’ - A bloody-pox-like skill that inflicts heavy Fire/Vitality damage upon a target. Modifiers are much like BP’s modifiers.

[/spoiler]

It was my understanding that % damage absorption from different sources is multiplicative, am I mistaken? So that both parts of The Twinning won’t total to 90%, unless you did the math and they go up to 68% instead of 45% like the changelog implies.

Outrider stuff sounds cool, and I’m glad to see Elementalist get some more skills, it was feeling a bit sparse.

Also, no note of bringing back the +all skills to Ultimate levels of Soldier of Madness now that the bug with the stat is fixed?

Ah, right, forgot that. Fixed!

I have a question about Multitask, does it got benefits from CDR? I mean, is it possible to make more damage ticks per second?

Nope

Sent from my 0PJA10 using Tapatalk

Alright, ty for answer=)
Btw, changelog looks pretty good, cant wait to test new skills :smiley:

Appreciate that you raise skill cost substantially…

Looking forward to your dual-class twist soon

Ceno,

I am playing the Elementalist mastery (lvl 38) in Grimallion and it is very fun, especially with Chain Lightning.

I was trying every skill to understand them and came across “Citadel of Ice”.

In my opinion, this skill is extremely overpowered, because it is spammable and can protect you against 4-5 hero monsters on an ather patch indefinitely.

You may say that it has high energy cost but a full spirit character can keep it forever.

So my suggestion is that it should have a cooldown for 8 seconds (skill is active for 4 seconds, so 4 seconds waiting time is OK).

I hope to hear your opinion as well (not only about “Citadel of Ice” but also the mastery itself).

Thank you for your great work & masteries :slight_smile:

Glad you’re enjoying the masteries!

Yes. You are correct, Citadel of Ice is definitely more powerful than it should be. It was adjusted as of the Elementalist’s touch-ups coming whenever I manage to finish the next release of Zenith.

  • Elementalist - Citadel of Ice: Has been changed into a toggled buff, damage reduction rescaled (but still significant). Toggling the buff off initiates a 3 second cooldown. Proc has been given a cooldown but shoots more projectiles. Everything else is unchanged.

Essentially the new version of it is a buff that you can theoretically leave up 100% of the time, but it will eat up HUGE amounts of your energy pool. The damage reduction is far lower so it won’t leave you immune regardless, but it will likewise greatly improve your health regeneration. I may play around with the exact Regen values (Energy and Health) some more a bit, too. Once you turn the buff off (either by it being manually toggled off or the player running out of energy), you need to wait three seconds (subject to change) before you can turn it on again.


I realize I kind of haven’t posted any status updates here in over two weeks, which is rather unlike me. In truth, I haven’t worked on Zenith much. I got so bogged down with trying to make a neat skill line in the Necrotic, only to have it turn out to be not nearly as fun to use as I was hoping. That really turned me off from modding altogether for a while.

My creative spirit is picking up again, though, and I hope to be able to finish the Necrotic and implement everything else for Zenith’s next release very soon. :slight_smile:

I’m closely following the development of this mod, Ceno!

So am I! :stuck_out_tongue:

Been cracking down on some more dualclass skills today. I’ll give you guys a bit of a teaser by showcasing an interesting (and unfortunate) bug I came across.

The following are all a Work-in-Progress and are subject to change:

So, as I explained earlier, dualclass skills are unlocked at 32/50 points invested in the mastery they’re featured in…


(31 + 1 = 32…)
(Note: the above is an on-crit proc like Upheaval, not a regular WPS. The description has been amended to reflect that.)

And this is all well and good so far, right?

But what if I wanted to make one of these skills a modifier for a skill in a different mastery? Sounds pretty rad, no?

Unfortunately, this, despite being put into the Terror Knight mastery, unlocks at 32/50 into the Riftstalker mastery. So, strictly speaking, one cannot really get this to work (unless they don’t care about mastery investment). I can, however, make modifiers for skills in-mastery that require a different mastery to unlock for investment. I may do that, not sure.

Hoping to finish the Terror Knight’s dualclass skills tonight. After that, I’ll just need the Elementalist’s, Champion’s, Riftstalker’s, and Necrotic’s, for a total of 20 more skills. That’s not even a mastery-full of skills. Getting every closer to release…

Ceno, I look forward to this release! Thanks for all of your hard work.

I am highly anticipating this!

“I wonder how big Zenith is now in terms of bytes”
2.5x(ish) larger than the old version, and I’m still not done

This’ll be done eventually. The new changelog is 116 lines long, but filled with spoilers that I don’t intend to show just yet. :wink:

Ran into an odd issue implementing the Terror Knight/Necrotic dualclass skill and had to think about how to come up with a work around for several (10+) hours. But now Terror Knight is done, and I’m turning my attention to the final four masteries. Won’t be long now…